dfcaverns/df_caverns/oil_sea.lua
FaceDeer 98fb313eb1
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.

* update mapgen_helper

* import ClockGen's giant mushroom schematics, make them and giant ferns growable

* add giant jungle mushroom, rough out actual cavern layer code framework

* fungal ceiling decorations

* decorate fungal floor a bit

* update mapgen_helper

* update primordial mushroom schematic placement to ensure it fits

* add giant mycelium fungoidal structure

* add giant mycelium to mapgen

* fix settings for giant mycelium

* make mycelium grow when players aren't present

* allow mycelium growth to pause when it hits unloaded areas

* add a use for giant mycelium

* make giant mushrooms edible, make jungle trees growable

* rough out the jungle biome

* Make a spectrum of jungle growth

* optimize pngs, add is_ground_content to everything

* use custom is_ground_content method

* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area

* more fixes for overgen support

* remove unintentional airspace from underside of slade

* fix for overgen crash in level 2

* primordial column material, add sealed shafts to underworld

* add seal block

* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.

* puzzle seals now fully functional. Need to add clues for decoding the keys next.

* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation

* add flowers to the underworld warrior bones

* switch to a different key bell

* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages

* add a clue to the seal formspec

* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1

* switch to compositing to save a few bytes

* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent

* puzzle particle, bones were only spawning on top of structures

* fix ice/oil on level 3, tweak some loot probabilities

* add trail mod support

* remove deprecated files

* boost default plant growth delay, add growing selection boxes

* update map colours

* add named waypoints to the underworld

* try a more efficient way of changing the interiors of columns

* polishing up the Primordial layer

* update guide with some Primordial teasers

* updated magma sea screenshot

* update mapgen_helper and subterrane

* reduce density of megaflora a bit - was too hard to walk through

* spreading_dirt_type depends on light, create my own ABM instead

* add names to the glowing pits and some of the ruins

* separate setting for ruin markers

* record identity of slade-breachers

* make mycelia climbable

* update subterrane

* change surface tunnel detection to allow above-ground stalactites and stalagmites

* add rare thicker Goblin Caps, suitable for use as huts.

* better goblin cap schematics

* update colours

* make it slightly harder to dig down through amethyst sheathing of pits

* fixing up fungus light sensitivity, tree growth code

* fix a few minor bugs

* update deprecated functions

* add various eating sounds

* make mapping kit requirement more flexible

* update spindlestem growth code, remove deprecated functions

* fix leftover undefined variable

* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.

* fix bones formspec

* add lbm to upgrade old bones

* fix slade undiggability

* make torchspines smokey and manually lightable

* fix drop definitions

* generate dry stalactites in near-surface caverns.

* caverns become far too smokey, alas

* add pitter patter of spore tree spores, alternate paper recipe

* new mapgen_helper metrics

* add smokey back to torchspine now that it can be dialed down a bit

* replace glowstone texture with a new animated one

* switch from ABM to node timer for mapgen mycelium growth

* make mapgen mycelium timer delay configurable

* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences

* remove the smoke from torchspines again - it doesn't dissipate that deep underground

* give slade a more muted, gloomy hue to differentiate it from nether stone

* update screenshots with new slade colors

* update mapgen_helper
2020-02-12 23:49:17 -07:00

118 lines
3.2 KiB
Lua

if not df_caverns.config.enable_oil_sea then
return
end
local c_oil = minetest.get_content_id("oil:oil_source")
local c_gas = minetest.get_content_id("mine_gas:gas")
local c_gas_wisp = minetest.get_content_id("mine_gas:gas_wisp")
local c_lava = minetest.get_content_id("default:lava_source")
local c_obsidian = minetest.get_content_id("default:obsidian")
-------------------------------------------------------------------------------------------
local perlin_cave = {
offset = 0,
scale = 1,
spread = {x=300, y=300, z=300},
seed = 6000089,
octaves = 3,
persist = 0.67
}
-- large-scale rise and fall
local perlin_wave = {
offset = 0,
scale = 1,
spread = {x=1000, y=1000, z=1000},
seed = 10089,
octaves = 3,
persist = 0.67
}
local median = df_caverns.config.oil_sea_level
local floor_mult = -80
local floor_displace = 60
local ceiling_mult = 40
local ceiling_displace = -30
local wave_mult = 10
local c_lava_set
local y_max = median + 2*wave_mult + 2*ceiling_mult + ceiling_displace
local y_min = median - 2*wave_mult + 2*floor_mult + floor_displace
minetest.register_on_generated(function(minp, maxp, seed)
--if out of range of cave definition limits, abort
if minp.y > y_max or maxp.y < y_min then
return
end
local t_start = os.clock()
local vm, data, area = mapgen_helper.mapgen_vm_data()
local nvals_cave = mapgen_helper.perlin2d("df_caverns:oil_cave", minp, maxp, perlin_cave)
local nvals_wave = mapgen_helper.perlin2d("df_caverns:oil_wave", minp, maxp, perlin_wave)
if c_lava_set == nil then
c_lava_set = {}
for name, def in pairs(minetest.registered_nodes) do
if def.groups ~= nil and def.groups.lava ~= nil then
c_lava_set[minetest.get_content_id(name)] = true
end
end
end
for vi, x, y, z in area:iterp_yxz(minp, maxp) do
local index2d = mapgen_helper.index2d(minp, maxp, x, z)
local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
local wave = nvals_wave[index2d] * wave_mult
local floor_height = math.floor(abs_cave * floor_mult + floor_displace + median + wave)
local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
if y > floor_height - 5 and y < ceiling_height + 5 then
if c_lava_set[data[vi]] then
data[vi] = c_obsidian
end
end
if y > floor_height and y < ceiling_height then
if y > median then
if math.random() < 0.00025 and ((y < median + 3) or (y > ceiling_height - 3)) then
data[vi] = c_gas_wisp
else
data[vi] = c_gas
end
else
data[vi] = c_oil
end
end
end
--send data back to voxelmanip
vm:set_data(data)
--calc lighting
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
--write it to world
vm:write_to_map()
local time_taken = os.clock() - t_start -- how long this chunk took, in seconds
mapgen_helper.record_time("df_caverns oil sea", time_taken)
end)
minetest.register_ore({
ore_type = "scatter",
ore = "mine_gas:gas_seep",
wherein = "default:stone",
clust_scarcity = 32 * 32 * 32,
clust_num_ores = 27,
clust_size = 6,
y_max = df_caverns.config.sunless_sea_min,
y_min = y_min,
})